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originally posted in:Destiny Reset
Edited by AER0KNIGHT: 1/28/2016 4:03:49 PM
18

Black Spindle Planning

Hey DRP Fam! So it appears that many of our fellow DRP family members didn't get their hands on the Black Spindle again yesterday. I know we have posted some strats from reddit and YouTube, but lets band together here and form a plan for helping when it comes up again. Post if you don't have it and also if you wouldn't mind helping people through it if you do have it (GT & Console). Also, maybe post your successful strategies even if you can't make it to sherpa people through the next time it comes up. This is what we have been doing...2 Titans and one other class were what we had for both of our successful runs. This is just what we have been doing and may not be the best way but it works for us. I would recommend everyone at least being 280+ light or a combination that balances each other close to this. We run Sunbreaker Titans and use swords as much as possible. We pop a heavy synth at the beginning (the room where the timer starts after you teleport up) and in the final room (should be cooled down right at that point). Always take out the Blights first! Try to team shoot everything. Kill things with your sword whenever you can and try not to die in the first several rooms. We did probably still die 5ish times last night and still beat it with 30 seconds left. In the walker room we take out the snipers and wizards (Telesto is amazing here) as fast as we can. Everything in the hallway after we destroy with our swords (maybe shotties if you don't have swords). For the final room, we have beaten it both times focusing on taking out all of the blights and waves of enemies as priority number one and DPSing boss as they are dwindling down between each wave. Finally after you kill all ads and maybe 9ish blights (not for sure) then they are done and you should have the boss down pretty decently. Finish him off with whatever you've got. Don't forget to pop those Hammers and Tethers (Boss) and Lightning Storms every chance possible. They're great for the ads. I believe one strat is to have one person always focus on DPSing the boss. Haven't tried that yet, but this strategy of ours has worked twice for us and on the first try last night. Hope this helps guys and lets try to get a strategy together to help our DRP Family members get their Black Spindles next time around! Edit - Davis11599 questions Class wise I would say Sunbreaker, Nightstalker (maybe bladedancer, but tether is great for the boss and ads) and either Susinger or Void. Really you want to be able to take out as many ads as fast as possible in that final room. So whatever super you think will get the job done. All swords are great. Of course, infused as high as possible. All of ours were probably 280+ for sure. First time we had all legendary swords and last night Terry had his exotic. We always hide in the entrance to the final room (the tunnel area). It works for us. We peek out for blights as needed and do the occasional sword kill run on the ads (be careful not to die doing that). Hope this helps! Take care, AER0KNIGHT

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  • Edited by AssassinCrossX: 10/1/2015 6:57:34 PM
    Greetings guardians! Here is a strategy me and 2 random used to get the spindle. First and foremost have your best gear equipped, and if you have it an exotic sword or a lmg. 4th horseman and invective are great cheap alternative exotic guns to use. The class setups I'd recommend are nightstalker, defender, and a third class with excellent add killing abilities (void Walker, sunsinger or storm caller all work great, I ran a tank sunsinger build with solar grenades. These are fantastic at killing dark orbs.) I'm not going to bore you with getting to the room. This strategy begins the second you jump into the ship. Prepare your team, pop your synth and proceed forward until the timer starts. You have 10 minutes to breach and clear the ship. From the second the timer starts your teams number one priority is the dark orbs that spawn adds, followed by anything with a shield as well as majors. Rush these enemies down with shotguns. After you clear the first room you should ideally have 830 to 9 minutes left. Go down and rush the 6 enemies that spawn in the corridor. Now you're in the room where the Walker spawns. Ignore the wizards for a bit and rush down the orbs and snipers. Damage the wizards as they pop out but the snipers are much more likely to cause deaths. After that room is clear you ideally want 7 mins. And you should approach the final room at around 6 minutes. Once in the final room clear adds. Kill the orbs. After the adds and orbs are down then you can dps the boss, after certain health threshold more dark orbs will spawn. Stop dpsing the boss and take out the orbs. Have one player ( preferably nightstalker or sunsinger ) roam the room and shotgun down the majors as well as orbs. Repeat this process until you have destroyed 8 orbs. After you break the 8th orb the boss should be around 30-40percent health. From this point forward you want to rush the boss down. Use your supers liberally. Staying alive is very important revive timer will kill your dps.

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